var status = -1;
var selectionLog = [];

function start() {
    action(1, 0, 0)
}

function action(d, c, b) {
    if (status == 0 && d == 0) {
        cm.dispose();
        return
    }
    status++;
    selectionLog[status] = b;
    var a = -1;
    if (status <= a++) {
        cm.dispose()
    } else {
        if (status === a++) {
            cm.curNodeEventEnd(true);
            cm.eventSKill(0);
            cm.setInGameDirectionMode(true, true, true);
            cm.inGameDirectionEvent_MoveAction(0);
            cm.sendNormalTalk("被消灭的这些家伙完全不知道圣物的事。", 17, 0, false, true)
        } else {
            if (status === a++) {
                cm.curNodeEventEnd(true);
                cm.sendNormalTalk("而且现在也感觉不到邪恶的气息。失败了吗？", 17, 0, true, true)
            } else {
                if (status === a++) {
                    cm.inGameDirectionEvent_MoveAction(1);
                    cm.inGameDirectionEvent_AskAnswerTime(300)
                } else {
                    if (status === a++) {
                        cm.inGameDirectionEvent_MoveAction(2);
                        cm.inGameDirectionEvent_AskAnswerTime(600)
                    } else {
                        if (status === a++) {
                            cm.inGameDirectionEvent_MoveAction(1);
                            cm.inGameDirectionEvent_AskAnswerTime(300)
                        } else {
                            if (status === a++) {
                                cm.inGameDirectionEvent_MoveAction(0);
                                cm.inGameDirectionEvent_AskAnswerTime(600)
                            } else {
                                if (status === a++) {
                                    cm.sendNormalTalk("我该冷静地思考一下。最好先把此事告诉卡塔利安。", 17, 0, false, true)
                                } else {
                                    if (status === a++) {
                                        cm.sendNormalTalk("既然他说正在对那些奇怪的祭司进行某种调查，我先回去想想对策吧。", 17, 0, true, true)
                                    } else {
                                        if (status === a++) {
                                            cm.eventSKill(0);
                                            cm.setInGameDirectionMode(false, true, false);
                                            cm.dispose();
                                            cm.warp(400000000, 4, false)
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }
};